/Engine/Source/Runtime/Engine/Classes/GameFramework/PlayerController.h
https://docs.unrealengine.com/latest/INT/Gameplay/Framework/Controller/PlayerController/
class APlayerController : public [AController](API\Runtime\Engine\GameFramework\AController), public [IWorldPartitionStreamingSourceProvider](API\Runtime\Engine\WorldPartition\IWorldPartitionStreamingSourcePr-)
TObjectPtr<APa...
AcknowledgedPawn
Used in net games so client can acknowledge it possessed a specific pawn.
TArray<FActive...
ActiveForceFeedbackEffects
TSharedPtr< str...
ActiveHapticEffect_Gun
TSharedPtr< str...
ActiveHapticEffect_HMD
TSharedPtr< str...
ActiveHapticEffect_Left
Currently playing haptic effects for both the left and right hand
TSharedPtr< str...
ActiveHapticEffect_Right
TWeakObjectPtr<...
AudioListenerAttenuationComponent
Component that is used to only override where attenuation calculations are computed from.
FVector
AudioListenerAttenuationOverride
Currently overridden vector used to do attenuation calculations for listener.
TWeakObjectPtr<...
AudioListenerComponent
Component that is currently driving the audio listener position/orientation
FVector
AudioListenerLocationOverride
Currently overridden location of audio listener
FRotator
AudioListenerRotationOverride
Currently overridden rotation of audio listener
bool
bAutoManageActiveCameraTarget
True to allow this player controller to manage the camera target for you, typically by using the possessed pawn as the camera target.
uint32: 1
bCinemaDisableInputLook
uint32: 1
bCinemaDisableInputMove
The state of the inputs from cinematic mode
uint32: 1
bCinematicMode
Is this player currently in cinematic mode? Prevents rotation/movement/firing/etc
uint32: 1
bEnableClickEvents
Whether actor/component click events should be generated.
uint32: 1
bEnableMotionControls
Whether or not to consider input from motion sources (tilt, acceleration, etc)
uint32: 1
bEnableMouseOverEvents
Whether actor/component mouse over events should be generated.
uint32: 1
bEnableStreamingSource
Whether the PlayerController should be used as a World Partiton streaming source.
uint32: 1
bEnableTouchEvents
Whether actor/component touch events should be generated.
uint32: 1
bEnableTouchOverEvents
Whether actor/component touch over events should be generated.
uint32: 1
bForceFeedbackEnabled
uint32: 1
bHidePawnInCinematicMode
When cinematic mode is true, signifies that this controller's pawn should be hidden
uint32: 1
bIsUsingStreamingVolumes
Whether this controller is using streaming volumes.
FRotator
BlendedTargetViewRotation
Smoothed version of TargetViewRotation to remove jerkiness from intermittent replication updates.
uint32: 1
bOverrideAudioAttenuationListener
Whether to override the attenuation listener position.
uint32: 1
bOverrideAudioListener
Whether to override the normal audio listener positioning method
uint32: 1
bPlayerIsWaiting
True if PlayerController is currently waiting for the match to start or to respawn.
bool
bRenderPrimitiveComponents
Whether to render primitives component.
uint32: 1
bShortConnectTimeOut
When true, reduces connect timeout from InitialConnectionTimeOut to ConnectionTimeout.
uint32:  1
bShouldPerformFullTickWhenPaused
Whether we fully tick when the game is paused, if our tick function is allowed to do so.
uint32: 1
bShowMouseCursor
Whether the mouse cursor should be displayed.
uint32: 1
bStreamingSourceShouldActivate
Whether the PlayerController streaming source should activate cells after loading.
uint32: 1
bStreamingSourceShouldBlockOnSlowStreaming
Whether the PlayerController streaming source should block on slow streaming.
TSubclassOf<UC...
CheatClass
Class of my CheatManager.
TObjectPtr<UCh...
CheatManager
Object that manages "cheat" commands.
TArray<FKey>
ClickEventKeys
List of keys that will cause click events to be forwarded, default to left click
int32
ClientCap
Cap set by server on bandwidth from client to server in bytes/sec (only has impact if >=2600)
TWeakObjectPtr<...
CurrentClickablePrimitive
Clickable object currently under the mouse cursor.
TEnumAsByte< EC...
CurrentClickTraceChannel
Trace channel currently being used for determining what world object was clicked on.
TArray<TWeakOb...
CurrentInputStack
Internal. Current stack of InputComponents.
TEnumAsByte<EM...
CurrentMouseCursor
Currently visible mouse cursor
TWeakObjectPtr<...
CurrentTouchablePrimitives
Touchable objects currently under fingers.
TObjectPtr< cla...
CurrentTouchInterface
The currently set touch interface
TEnumAsByte< EC...
DefaultClickTraceChannel
Default trace channel used for determining what world object was clicked on.
TEnumAsByte<EM...
DefaultMouseCursor
Type of mouse cursor to show by default
TArray< FForceF...
ForceFeedbackEffectHistoryEntries
For debugging, shows the last force feeback effects that played
float
ForceFeedbackScale
Scale applied to force feedback values
FForceFeedbackV...
ForceFeedbackValues
Currently active force feedback weights
TArray<TObject...
HiddenActors
The actors which the camera shouldn't see - e.g. used to hide actors which the camera penetrates
TArray<TWeakOb...
HiddenPrimitiveComponents
Explicit components the camera shouldn't see (helpful for external systems to hide a component from a single player)
float
HitResultTraceDistance
Distance to trace when computing click events
TObjectPtr<UIn...
InactiveStateInputComponent
InputComponent we use when player is in Inactive state.
uint16
LastCompletedSeamlessTravelCount
The value of SeamlessTravelCount, upon the last call to GameModeBase::HandleSeamlessTravelPlayer; used to detect seamless travel
float
LastMovementHitch
Last real time (undilated) a hitch was detected inTickActor()when checking for forced client movement updates.
float
LastMovementUpdateTime
Last real time (undilated) recorded inTickActor()when checking for forced client movement updates.
float
LastSpectatorStateSynchTime
Used to make sure the client is kept synchronized when in a spectator state
FVector
LastSpectatorSyncLocation
Last location synced on the server for a spectator.
FRotator
LastSpectatorSyncRotation
Last rotation synced on the server for a spectator.
float
LocalPlayerCachedLODDistanceFactor
Last used FOV based multiplier to distance to an object when determining if it exceeds the object's cull distance
FPlayerMuteList
MuteList
List of muted players in various categories
TObjectPtr<AHU...
MyHUD
Heads up display associated with this PlayerController.
TObjectPtr<UNe...
NetConnection
The net connection this controller is communicating on, nullptr for local players on server
uint8
NetPlayerIndex
Indexidentifying players using the same base connection (splitscreen clients) Used by netcode to match replicated PlayerControllers to the correct splitscreen viewport and child connection replicated via special internal code, not through normal variable replication
TSubclassOf<UP...
OverridePlayerInputClass
If set, then thisUPlayerInputclass will be used instead of the Input Settings' DefaultPlayerInputClass
TArray<FName>
PendingMapChangeLevelNames
List of names of levels the server is in the middle of sending us for a PrepareMapChange() call
TObjectPtr<UNe...
PendingSwapConnection
This is set on the OLD PlayerController when performing a swap over a network connection so we know what connection we're waiting on acknowledgment from to finish destroying this PC (or when the connection is closed)
TObjectPtr<UPl...
Player
UPlayerassociated with this PlayerController.
TObjectPtr<APl...
PlayerCameraManager
Camera/view related variables Camera manager associated with this Player Controller.
TSubclassOf<AP...
PlayerCameraManagerClass
PlayerCamera class should be set for each game, otherwise Engine.PlayerCameraManager is used
TObjectPtr<UPl...
PlayerInput
Object that manages player input.
FRotator
RotationInput
Input axes values, accumulated each tick.
uint16
SeamlessTravelCount
Counter for this players seamless travels (used along with the below value, to restrict ServerNotifyLoadedWorld)
float
SmoothTargetViewRotationSpeed
Interp speed for blending remote view rotation for smoother client updates
FVector
SpawnLocation
The location used internally when there is no pawn or spectator, to know where to spawn the spectator or focus the camera on death.
FColor
StreamingSourceDebugColor
Color used for debugging.
EStreamingSourc...
StreamingSourcePriority
PlayerController streaming source priority.
TArray<FStream...
StreamingSourceShapes
Optional aggregated shape list used to build a custom shape for the streaming source.
FRotator
TargetViewRotation
Used to replicate the view rotation of targets not owned/possessed by this PlayerController.
FTimerHandle
TimerHandle_UnFreeze
Handle for efficient management of UnFreeze timer
TSharedPtr< cla...
VirtualJoystick
The virtual touch interface